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Wang, Dang; Liu, Hongyun; Hau, Kit-Tai – Education and Information Technologies, 2022
Critical thinking is one of the important higher-order skills very much treasured in education, but hard to be measured using paper-pencil tests. In line with recent recommendation to measure high-order thinking skills with interactive tasks (vs. static one set of questions), in this study we developed an interactive and automated game-based…
Descriptors: Game Based Learning, Evaluation Methods, Critical Thinking, Simulation
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Lin, Jonathan – Turkish Online Journal of Educational Technology - TOJET, 2022
This study has separated into two stages. In the first stage, we interview with nine students and discover three crucial elements, perceived ease of learning, enjoyment, and useful knowledge, which will affect students' learning attitude. Then we develop a series of gamification curricula for those learners. In the second stage, we adopt…
Descriptors: Game Based Learning, Student Attitudes, Elementary School Students, Foreign Countries
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Herrera, Estibaliz; Alcalá, José A.; Tazumi, Toru; Buckley, Matthew G.; Prados, José; Urcelay, Gonzalo P. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2022
Over the last 50 years, cue competition phenomena have shaped theoretical developments in animal and human learning. However, recent failures to observe competition effects in standard conditioning procedures, as well as the lengthy and ongoing debate surrounding cue competition in the spatial learning literature, have cast doubts on the…
Descriptors: Spatial Ability, Time, Cues, Learning Analytics
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Bressler, Denise M.; Annetta, Leonard A. – International Journal of Technology and Design Education, 2022
Society needs creative problem solvers to work towards solutions of complex global issues such as climate change. Design thinking is a way to solve problems creatively. Unfortunately, in-service teachers are largely unfamiliar with design thinking and their students rarely engage in design thinking during class. To familiarize teachers with design…
Descriptors: Familiarity, Problem Solving, Creativity, Thinking Skills
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Baysal, Emine A.; Ocak, Ijlal; Öztürk, Kübra – Pegem Journal of Education and Instruction, 2022
The aim of this study was to develop a reliable and viable scale to determine secondary school students' attitudes towards outdoor games. During development process, firstly, relevant area was scanned and key expressions that would prepare theoretical ground were determined. Based on these key expressions, eleven open-ended questions were prepared…
Descriptors: Student Attitudes, Secondary School Students, Outdoor Education, Test Construction
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Vasconcelos, Vitor Vieira; Seingyai, Apinyapon – Applied Environmental Education and Communication, 2022
The purpose of this article is to present the planning for sustainable development simulation game, developed to stimulate creativity and dialogue to achieve sustainable development goals (SDGs). The simulation game is targeted at practitioners and students in the field of planning, although it can be adapted to different contexts. The simulation…
Descriptors: Environmental Education, Sustainable Development, Educational Games, Simulation
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Pialarissi, Elisiê; De Oliveira Prado, Danielle Gonçalves; Da Silva, Gustavo Avelino; De Godoi, Milena Maria – International Society for Technology, Education, and Science, 2022
As imperceptible as it is, mathematics is fundamental and is present on several occasions in our daily lives, but among 65 countries Brazil still ranks 53rd in education. The lack of investment in primary education has affected students learning since the early years. From this perspective, this paper proposed to verify teaching/learning in…
Descriptors: Foreign Countries, Mathematics Instruction, Teaching Methods, Learning Processes
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Özdemir, Furkan – Acta Didactica Napocensia, 2022
The aim of this study is to examine pre-service mathematics teachers' views on reasoning, importance of reasoning in geometry and development of reasoning skills. The study was designed in the phenomenological (phenomenological) design, one of the qualitative research methods. The study group of the study was conducted on 61 pre-service teachers…
Descriptors: Preservice Teachers, Student Attitudes, Thinking Skills, Skill Development
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Cun, Aijuan – Bilingual Research Journal, 2022
This study explores the digital literacy practices and identities of two children with refugee backgrounds. The study draws upon theoretical perspectives on multiliteracies, digital literacy practices, and identities. The data sources included field notes taken during home visits, audio recordings of conversations, and artifacts made by the…
Descriptors: Digital Literacy, Refugees, Children, Video Games
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Oh, Hyun-Ju – Journal of Physical Education, Recreation & Dance, 2022
Novel games can enrich a physical education (PE) curriculum by providing students opportunities to increase their moderate to vigorous physical activity and understanding new game concepts, playing positions and physical skills (Clancy et al., 2007). Quidditch is a relatively new game that includes unique characteristics to enhance an existing…
Descriptors: Physical Education, Physical Activity Level, Teaching Methods, Games
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Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
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Siddique, Saba; Jeffery, Linda; Palermo, Romina; Collova, Jemma R.; Sutherland, Clare A. M. – Developmental Psychology, 2022
Who do children trust? We investigated the extent to which children use face-based versus behavior-based cues when deciding whom to trust in a multiturn economic trust game. Children's (N = 42; aged 8 to 10 years; 31 females; predominantly White) trust decisions were informed by an interaction between face-based and behavior-based cues to…
Descriptors: Nonverbal Communication, Behavior, Cues, Games
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Russo, Toby; Russo, James – Australian Primary Mathematics Classroom, 2022
This article provides a task that can be used effectively for exploring arrays in middle and upper primary schools, and the notion of prime and composite numbers in particular. As students are engaging in these activities, teachers can encourage them to record their arrays both diagrammatically and as number sentences.
Descriptors: Mathematics Activities, Multiplication, Visual Aids, Middle School Students
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Trendowski, Thomas – Journal of Physical Education, Recreation & Dance, 2022
Escape rooms are an increasingly popular activity that many people engage in recreationally. This modality adapted for education purposes consists of a series of content driven puzzles and challenges that lead students to transverse their way out of a room. The purpose of this article is to: (a) align escape rooms with educational theory (b)…
Descriptors: Health Education, Educational Games, Puzzles, Experiential Learning
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Skjelbred, Siv-Elisabeth; Daus, Stephan – Journal of Computer Assisted Learning, 2022
Background: The development and promotion of educational games are still outpacing knowledge of these games' effects, raising calls for evidence of benefits and challenges. Studies suggest that students and teachers like games, but the payoff of the investment in terms of increased motivation and achievement remains unclear. Objectives: This study…
Descriptors: Marketing, Simulation, Game Based Learning, Student Motivation
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